Is T easy to use to make a First Person Fighting game?
by Samuel Lopez De Victoria · in Torque Game Engine · 06/08/2005 (4:59 pm) · 15 replies
I am putting together some ideas to use on the first game I plan on making with my Torque game engine. I hope to make a Fisrt Person perspective fighting game (for example play Chronnicles of Riddick for Xbox/PC), hopefully using online for 1 on 1 fights as well observers, with a lot of dark shadows/shading. Just a few question.
-Is this idea easy to integrate into the T engine? (since I know FPS are easy to make with the engine)
- Should I invest in the lighting pack, to integrate the dark gritty shadowy look I hope for
- is bump mappign possible on character models?
- is milkshape a good idea for good looking/detailed character models?
- is cell shading easy to integrate into the T engine?
thanks in advance.
-Is this idea easy to integrate into the T engine? (since I know FPS are easy to make with the engine)
- Should I invest in the lighting pack, to integrate the dark gritty shadowy look I hope for
- is bump mappign possible on character models?
- is milkshape a good idea for good looking/detailed character models?
- is cell shading easy to integrate into the T engine?
thanks in advance.
#2
06/08/2005 (5:09 pm)
Well let's just say I am determind enough where I took this whole summer off to just work on making a game. And beleive me, I am very determind. Got the 3d prgramming book also written for torque.
#3
06/08/2005 (6:27 pm)
Id be interested to know if anyone out there has already done any scripting or coding for a first-person or even 3rd-person boxing/fighting/wrestling game.
#4
the hardest part of this is going to be the AI... as fighting game AI is pretty hard to make good.
06/08/2005 (6:58 pm)
Same here... if not, i might be the first... the hardest part of this is going to be the AI... as fighting game AI is pretty hard to make good.
#5
If youd like we can communicate to help each other's project. If anyone out there has already worked on something similar and wants to share...speak up! LOL.
Alfred Norris
CONFLICT: Omega
06/08/2005 (8:17 pm)
We're working on something similar for our MMO, but we arent even close to working on that part yet.If youd like we can communicate to help each other's project. If anyone out there has already worked on something similar and wants to share...speak up! LOL.
Alfred Norris
CONFLICT: Omega
#6
As for my own experience, I wrote the somewhat silly Kakutou mutators for UT and UT2K3; check them out if you're in the mood for a cheap laugh :P . Torque-wise, I'm currently working on a more ambitious action game with extensive melee combat, though it is still in the very early stages.
06/08/2005 (11:23 pm)
For melee combat, I strongly advise researching an old Bungie game called "Oni". The game's pacing is somewhat lacking, but the melee combat engine is quite extensive; moreso than Riddick's. While it is technically a third-person game, the camera and movement are basically identical to any FPS game.As for my own experience, I wrote the somewhat silly Kakutou mutators for UT and UT2K3; check them out if you're in the mood for a cheap laugh :P . Torque-wise, I'm currently working on a more ambitious action game with extensive melee combat, though it is still in the very early stages.
#7
06/09/2005 (12:09 pm)
Actually, the game I plan on working on won't be like a regular beat-em-up or action game. Most FP Fighters play out alot like regular FPS where you have a large area/level, a mission, objectives, and to get from point A to point B. What I hope to work on is more in the fashion of a traditional fighting game, 1 on 1, in a ring or a small area/level that may or may not be confined. I't going to be hard to give alot of depth to it (counters, blocks, dodging, etc.), but the challenge will be half the fun.
#8
But first, you need to determine what you need and what are just pretty features with no bearing on gameplay.
If you can get someone's fist to impact in a way that it not only looks but feels right, then you'll have done better than most professional houses out there. And it's a game I'd love to play.
06/09/2005 (1:24 pm)
I absolutely hate the implementation of the first-person perspective for fighting games. Bushido Blade/2 had it, as have a number of other games. It was not only non-intuitive, but the melee distance either seemed like your arms were cut off at the elbow or your arms were five times as long as they should have been. I have this same problem with games like Morrowind and Eternal Ring and King's Field. Breakdown and Shadow Tower: Dark Abyss got it right, and Riddick did a hell of a job not getting it wrong like most FPS melee games.But first, you need to determine what you need and what are just pretty features with no bearing on gameplay.
Quote:-Is this idea easy to integrate into the T engine? (since I know FPS are easy to make with the engine)Making the transition from concept to prototype to game is not an easy process, no matter how nicely the engine facilitates some features into the pipeline. You'll need to work with the collision meshes and a LOT of animation blending. You'll be making some heavy modifications.
Quote:- Should I invest in the lighting pack, to integrate the dark gritty shadowy look I hope forYes, though it's not necessary at all in terms of gameplay. I would concentrate on gameplay before I'd concentrate on nifty visuals as more FP games get melee combat wrong than get it right.
Quote:- is bump mappign possible on character models?It is in TSE, but again, this has no bearing whatsoever on whether or not you'll have a fun game. Or a playable game that doesn't feel like you're either on stilts or fighting without arms.
Quote:- is milkshape a good idea for good looking/detailed character models?It can be, but the animation pipeline is rather limited. It's a good low-cost solution with limitations.
Quote:- is cell shading easy to integrate into the T engine?People are working on it, but I'd get a base prototype up and running before I worried about this or bump mapping or pretty lighting.
If you can get someone's fist to impact in a way that it not only looks but feels right, then you'll have done better than most professional houses out there. And it's a game I'd love to play.
#9
I was thinking that there would be alot of animation needed, but I can put aside some good time to work on that. Though, I am farely inexpereienced with much of the animation tools (milkshape) as I am learning to use them as we speak. The animation blending though was the part I was worried about, since I am farely new to the animation aspects in milkshape. I would go with a better animation software, but am currently on a limited budget (all coming directly out of my pocket). It's a scary ride, but I am having hell of a ride :-)
06/09/2005 (3:12 pm)
Yeah, I've noticed only a few games do FP fighting pretty well. The best so far being Riddick and Breakdown. I was thinking that there would be alot of animation needed, but I can put aside some good time to work on that. Though, I am farely inexpereienced with much of the animation tools (milkshape) as I am learning to use them as we speak. The animation blending though was the part I was worried about, since I am farely new to the animation aspects in milkshape. I would go with a better animation software, but am currently on a limited budget (all coming directly out of my pocket). It's a scary ride, but I am having hell of a ride :-)
#10
06/09/2005 (3:50 pm)
Actually, I recall seeing a devsnapshot not too long ago on a fighting game made from TGE, it looked pretty sweet, and the devs, decided to use real people for models.
#11
Sorry if I come across rude, but I can't stand to see people talk about a genre incorrectly. First off Chronicles of Riddick is a First Person Shooter with a lot of meele combat. It is not a First Person Fighter. A lot of people are acting like it's a genre. Maybe a sub-genre, but it's know almost always as a FPS with meele combat. Second, a dark game would be pretty sweet. If I were you I'd go with Torque Shader Engine. That would be perfect for doing bump mapping and even using normal maps. Cel shading, though it can be done through the engine, IMO I perfer textures that add in that special look. This doesn't always work and is hard to do with characters. I'm switching over to using the engine and I'd suggest the same for you. Milkshape is good if you have a low budget, but it has some horrible features. For one thing, you use your mouse for scaling, moving, and rotating your model/vetex. This is horrible because it can make your model look out of porportion and uneven. Another crappy thing is that you can't even see what your model looks like with the textures on. And though there is an option, "show textures" it makes the textures move when you rotate the camera. I'd suggest getting something better. 3DS Max and Maya are good, but a little pricey. Well, with that said I think you can do this. Oh and about the lighting pack, well I'm new to TSE, but it looks like it can do all the lighting pack can and more! (If I am horribly wrong please tell me!)
@Walter Man, that's like a blast from the past! I was just watching Icons the other day and they were talking about Oni...
06/09/2005 (4:15 pm)
Samuel,Sorry if I come across rude, but I can't stand to see people talk about a genre incorrectly. First off Chronicles of Riddick is a First Person Shooter with a lot of meele combat. It is not a First Person Fighter. A lot of people are acting like it's a genre. Maybe a sub-genre, but it's know almost always as a FPS with meele combat. Second, a dark game would be pretty sweet. If I were you I'd go with Torque Shader Engine. That would be perfect for doing bump mapping and even using normal maps. Cel shading, though it can be done through the engine, IMO I perfer textures that add in that special look. This doesn't always work and is hard to do with characters. I'm switching over to using the engine and I'd suggest the same for you. Milkshape is good if you have a low budget, but it has some horrible features. For one thing, you use your mouse for scaling, moving, and rotating your model/vetex. This is horrible because it can make your model look out of porportion and uneven. Another crappy thing is that you can't even see what your model looks like with the textures on. And though there is an option, "show textures" it makes the textures move when you rotate the camera. I'd suggest getting something better. 3DS Max and Maya are good, but a little pricey. Well, with that said I think you can do this. Oh and about the lighting pack, well I'm new to TSE, but it looks like it can do all the lighting pack can and more! (If I am horribly wrong please tell me!)
@Walter Man, that's like a blast from the past! I was just watching Icons the other day and they were talking about Oni...
#12
as for milkshape, the texture moving is something that can be easily fixed. I think in the side box where you input the texture there is a checkbox that you can check or uncheck that will totally remove the rotation of the texture. I had the same thing happen to me, but started fooling around with the controls and got it fixed.
as for the TSE, once I learn most of my basics with regular TE then I will proabably port everything over to the TSE when I feel comfortable enough doing so.
06/09/2005 (6:43 pm)
@Matt, I totally agree with you about Riddick being a FPS, but it does use alot of fist fighting elements very well during most of the time, and also there are pretty no pure FPF games aposed to FPS games. Most FPS only have melee combat as a minor use.as for milkshape, the texture moving is something that can be easily fixed. I think in the side box where you input the texture there is a checkbox that you can check or uncheck that will totally remove the rotation of the texture. I had the same thing happen to me, but started fooling around with the controls and got it fixed.
as for the TSE, once I learn most of my basics with regular TE then I will proabably port everything over to the TSE when I feel comfortable enough doing so.
#13
And I think that open-ended fist-fighting games are going to come of age pretty soon.
We are actually putting a melee fighting engine in our MMO, so Id to see how people are getting this to work in Torque.
Alfred Norris,
CONFLICT: Omega
06/09/2005 (7:07 pm)
I recently saw that RockStar games is making a "brawling" game called "The Warriors." Basically GTA with no guns and set in the 70s.And I think that open-ended fist-fighting games are going to come of age pretty soon.
We are actually putting a melee fighting engine in our MMO, so Id to see how people are getting this to work in Torque.
Alfred Norris,
CONFLICT: Omega
#14
If anyone knows of any sort of fighting games (beatem ups or a fighting game, just like the genre name describes it) made with the TE, please post a link.
06/10/2005 (2:36 pm)
@Alfred Norris, actually a btter example of this style of gameplay you refer to as a beat-em up in GTA style is the upcomming game Beatdown from Capcom. It is a neat idea, but focuses more on teams then 1 on 1 fights.If anyone knows of any sort of fighting games (beatem ups or a fighting game, just like the genre name describes it) made with the TE, please post a link.
#15
As soon as I get used to working inside the engine, it's one of my first goals to get the combat working just right.
The Realm Wars game was going to focus on HTH combat, and did have an alright system in place the last I knew, so you may want to dig around for any info on how such a system for first-person combat was being implemented in Torque.
In any event, I agree that players are looking for a more in-your-face personal fighting experience and I'll be working on getting it right as well.
- Ronixus
06/11/2005 (2:45 am)
This is similar to what I've had planned for 13 Cemetery Dr. though with more emphasis on weapons combat using both traditional and untraditional weaponry and combat situations. Again, with first-person in mind as well as both third-person secondary and realtime scene views.As soon as I get used to working inside the engine, it's one of my first goals to get the combat working just right.
The Realm Wars game was going to focus on HTH combat, and did have an alright system in place the last I knew, so you may want to dig around for any info on how such a system for first-person combat was being implemented in Torque.
In any event, I agree that players are looking for a more in-your-face personal fighting experience and I'll be working on getting it right as well.
- Ronixus
Torque Owner Chris "C2" Byars
Ion Productions
Yeah, the lighting pack is a must.
Yeah, you can bumpmap.. to an extent. If you want good looking bumpmaps, get the TSE.
Milkshape is the most basic low polygon editor. You *could* make good models in it, but I would suggest getting 3DS Max, XSI, etc.
Cel shading is something a few have tried, I think it is possible, however difficult to implement.